[=;234644]
Any news on blueprint support with the foliage tool yet? This would be so helpful.
[/]
I absolutely agree. Since my trees need to grow and propagate and get cut they need to be actors, so I have to place them manually or procedurally, but I can’t use the foliage tool.
I know 4.7.1 just released, but I’m so excited especially for 4.8 with a perhaps enhanced / or completely new foliage system (eco system). gave some great feedback few months ago
Thought you guys might be interested in a few extra improvements that were added to the Foliage Mode UI for 4.8. The biggie is a thumbnail view of all your foliage, activate/deactivate multiple items at a time, and a more compact & attractive tool selection area. 's an overview of what to expect:
[=Dan Hertzka;277408]
Thought you guys might be interested in a few extra improvements that were added to the Foliage Mode UI for 4.8. The biggie is a thumbnail view of all your foliage, activate/deactivate multiple items at a time, and a more compact & attractive tool selection area. 's an overview of what to expect:
[=Dan Hertzka;277408]
Thought you guys might be interested in a few extra improvements that were added to the Foliage Mode UI for 4.8. The biggie is a thumbnail view of all your foliage, activate/deactivate multiple items at a time, and a more compact & attractive tool selection area. 's an overview of what to expect:
[=Dan Hertzka;277408]
Thought you guys might be interested in a few extra improvements that were added to the Foliage Mode UI for 4.8. The biggie is a thumbnail view of all your foliage, activate/deactivate multiple items at a time, and a more compact & attractive tool selection area. 's an overview of what to expect:
[=;277427]
Sweet! How does this fit in with the ecosystem stuff? I thought I saw a trello card saying that was coming in 4.8 too.
[/]
The procedural foliage stuff will be in 4.8 as an experimental feature. It utilizes either existing Foliage Type assets (formerly “Foliage Settings”) or blueprint classes that inherit from UFoliageType_InstancedStaticMesh. Using Foliage Type assets will add those assets to the palette, using BP classes will create a local foliage type in the palette based on the settings in that class, similar to what happens when you drag-drop a static mesh into the foliage palette.
Nothing yet on executing BP logic during placement or anything, the BP classes currently are just for the convenience of inheriting properties. Also, the normal foliage mode tools do not have any awareness of using BP classes yet (only the “Procedural Foliage Spawner” asset can use them), so “under the hood” it’ll behave largely as before. This was intentional since the procedural foliage stuff is experimental (and therefore completely optional) and we’re not quite sure how we’re going to go about marrying the two features.
[=Dan Hertzka;277765]
The procedural foliage stuff will be in 4.8 as an experimental feature. It utilizes either existing Foliage Type assets (formerly “Foliage Settings”) or blueprint classes that inherit from UFoliageType_InstancedStaticMesh. Using Foliage Type assets will add those assets to the palette, using BP classes will create a local foliage type in the palette based on the settings in that class, similar to what happens when you drag-drop a static mesh into the foliage palette.
Nothing yet on executing BP logic during placement or anything, the BP classes currently are just for the convenience of inheriting properties. Also, the normal foliage mode tools do not have any awareness of using BP classes yet (only the “Procedural Foliage Spawner” asset can use them), so “under the hood” it’ll behave largely as before. This was intentional since the procedural foliage stuff is experimental (and therefore completely optional) and we’re not quite sure how we’re going to go about marrying the two features.
-DanH
[/]
So having intractable plants with blueprint functionality is not yet supported with either tool? I know there were talks about being able to place blueprints but it probably wouldn’t make it into 4.8.
Also, do you know if the feature that they talked about during the stream that lets you choose different meshes for different “ages” of a species, is implemented yet?
That and the Landscape Grass Type Material Node, Procedural Foliage Spawner Volume, Hierarchical LOD System and much, much more coming in Unreal Engine 4.8x, is shaping up to be one wicked release
Great! This looks much better! Edit: No, it’s fantastic!
I would still make a suggestion though. It would be great if there can be different foliage actor groups. This way one can organize all types of swamp grass in one and all types of mountain grass in another. This way when you switch between editing your mountain and your swamp, it will be easier to switch the selection of foliage actors you want to use. Meshes should be allowed to be part of multiple groups. So thing tags, not folders.
Second suggestion: foliage sets (like different landscape actors). This allows you to place different foliage in a different set, so later you can easily select a particular set of foliage (and delete it, for example).
Dan, those changes were AMAZING. I hadn’t used foliage until 4.8 so I didn’t know what I was getting compared to 4.7. I recently made a request for Folders/Sets and was pointed . Adding the ability to organize the many types of foliage would be a huge help.
After several days painting my map with foliage, I would like to see new features.
First of all: vegetation snapping. For example, when I want to move a tree (with the select tool) to a cliff or something sharp, the tree doesn’t follow the terrain. I constantly use the snap to floor.
Second: rotate or scale vegetation. I remarked I always use the z-axis to rotate and I always scale the mesh uniformly. Maybe you can add a tool for we don’t need to change the gizmo mode (touch e and r). Maybe like alt+mouse up/down to scale and alt+shift+mouse left/right to rotate.
Third: folder or group. This has already been discussed. Possibilty to group mesh by group.
[=Braindrain85;572767]
Bump on the folders for the foliage tools. Or is there something already implementet that I am missing?
[/]
Oh yes, this would help so much! push again. it’s a pain in the ***, especially if you have hundrets of sublevels, and you have to select every foliage mesh first for every new level. It would be so much more performant to just greate foliage groups “desert”, “wood”, “highlands”, “beach” ect, so that you could -after setting it up once- choose your foliage with one click.
At the moment, i have to search&drag&drop ~ 40 meshes inside the foliage tool, and i have to do this for 32 Levels. Most of them share a foliage set with other levels. This takes several hours, and at the end i have not start painting…
Improves plz!